Big-group energy, renewed every week whether anyone asked for it or not: bluffing, drawing, word play, and social deduction. These are the games where the room does most of the entertaining — most of them comfortably seat eight or more players, and several stretch past ten.
Broken Homes
1–8 players · party, real-time, money, skill
Flip houses against a shift clock. Claim a listing on the photo alone — first tap owns it — then find out what's actually wrong with it. Every job you do is scored, not finished, and at the end of the round the buyers arrive with tastes. Best match sells highest.
Make the most profit across the season. Profit is what a buyer pays minus what you paid for the listing.
- Houses come up with an asking price and a risk badge. FIRST TAP OWNS IT — no bidding.
- What's actually wrong with it is hidden until you own it. The TV opens every house in front of everybody.
- Time is your only resource. Every job eats seconds off the one shift clock.
- Every job is SCORED, not finished — a 61% paint job is a real answer. Walk away early and keep what you did.
- Inspect to find damage nobody can see. Unfound damage costs you double at closing.
- One buyer per house arrives wanting ONE thing, and no two buyers want the same thing. Match it and sell high.
Code Cracker
4–8 players · party, words, teams
Two spymasters know which codenames belong to their agents. Everyone else only hears a one-word clue and a number. Find your whole team before they find theirs — and never, ever touch the assassin.
Be the first agency to uncover all of your own agents on the 5×5 board. Touch the assassin and you lose instantly.
- Each team has ONE spymaster, who alone sees the key on their phone.
- The spymaster types a one-word clue and a number — the number is how many cards it points at.
- Their teammates tap cards on the board. A clue of 3 buys up to 4 guesses.
- Hit your own agent and keep going. Hit a bystander or the enemy and your turn ends.
- Hit the ASSASSIN and your team loses on the spot. Red starts with 9 cards, blue with 8.
Employee of the Month
1–8 players · party, co-op, real-time
A co-op shop where the only control is the joystick. Walk over goods to stack them on your head, walk them to the counter, grab the cash, and stand on an upgrade board to spend it. Hit the money goal before the clock runs out.
Work the shop together and collect the money goal before the shift clock hits zero. Clear every level to finish the shift — three failed levels and you are all let go.
- There are NO buttons. The joystick is the entire game.
- Walk over goods to stack them above your head; walk to a station to unload them.
- Walk over the cash customers leave — money only counts once somebody picks it up.
- Stand on an upgrade board with cash in hand to fund it. Decide together which one first.
- Whoever hauls the most is Employee of the Month on the TV at the end of the level.
Paws, Please
1–8 players · party, puzzle, real-time
You are an adoption counselor. An applicant, a form, a pet request — stamp APPROVE or DENY. The rulebook is on the TV and it keeps changing. Fastest accurate desk wins.
Process the most applicants correctly. Score is throughput times accuracy — speed only pays if you are right.
- Read the applicant's form and the pet they are asking for.
- Check it against the DIRECTIVES on the TV. Any single violation means DENY.
- No violation? APPROVE. Stamp it and the next applicant steps up.
- The rulebook changes every 60–90 seconds — a directive slides in, an old one is revoked.
- Every wrong call is announced to the whole room, with the reason. Six days, each one denser than the last.
Trap Happy
1–8 players · party, platformer, sabotage
Secretly nail one trap or platform onto the course, then everybody runs it. You only score if you reach the flag AND somebody else doesn't — so the level has to stay just barely possible. Five courses, one of which nobody crosses until the room builds a way over.
Reach the flag while at least one other player fails. Finishing when everyone finishes is worth nothing — so is failing.
- Each round you get a tray of three pieces. Pick ONE and nail it anywhere on the course.
- Some pieces are floor and some are murder: planks, springs and sky trolleys hold you up; spikes, saw rails and bolt throwers do not.
- Four of them run on a clock, not on contact — a bolt thrower fires every two seconds, a ratchet gate is shut three seconds in four, a trolley deck slides, a crosswind shoves. Time them.
- The bolt thrower and the crosswind are AIMED: you pick which way they point before you nail them down. You have to come through there too.
- Nobody sees your choice until every placement drops onto the TV at once.
- Then everyone runs the course at the same time — on their own phone, so the controls are instant.
- The TV replays all of the runs together, as ghosts, so every wipeout lands in the same second.
- You score a point only if you reached the flag AND at least one other player did not.
- First to the target score takes it. Keep the course just barely possible.
The Word Box
1–8 players · party, words, writing
Five word games in one box. Dead Even (fill the blank so the room splits fifty-fifty), Ransom Note (answer using only words other people wrote), Out of Context (someone else supplies the context that ruins you), Pick Your Poison (rank five awful fates and match the room), and Snowball (a tiny misfortune, relayed until it isn't). Pick a mode in the menu.
Pick one of three word games in the menu and out-write the room. Nobody is ever knocked out, and the last round is worth double.
- DEAD EVEN: fill in the blank so exactly half the room would still take the deal. A perfect fifty-fifty scores the most — being funny is a liability.
- RANSOM NOTE: answer two plain questions first. Your words get shredded into a shared box, and later you may only build answers from words OTHER people wrote.
- OUT OF CONTEXT: write something harmless, then someone else attaches the context that makes it damning.
- PICK YOUR POISON: rank five awful fates worst to least bad. There is no right answer — you score by matching the room.
- SNOWBALL: you get a tiny misfortune and write what happens next. Then somebody else takes your chain and makes it much worse.
- Everybody writes at the same time — nobody waits for a turn.
- Everything is read out on the TV, then the room votes. The final round pays double, so anyone can still take it.
- Playing alone? CPU seats fill the table — Ransom Note is the mode that really works with them.
Space Walk
1–8 players
Co-op space-station escape room. Talk it out — no one has the whole picture.
Work together to finish the mission before the clock (or life support) runs out.
- Each phone shows a different piece — a panel, a manual page, or a readout.
- Solving needs you to read yours OUT LOUD and listen to the others.
- Some commands are for someone else's panel — shout them across the room!
- Clear every stage before time runs out. Watch for alarms.
Ballpark
1–10 players · party, social, deduction, numbers
A number is stuck to your forehead — everyone can see it but you. Ask the room anything, then guess. Closer is better, and guessing early is worth more.
Work out the number on your own forehead before the room spends the pot.
- Everyone gets a number. You can see everyone else's, never your own.
- You get FIVE questions a round. Tap TAKE THE FLOOR to use one — your name goes up on the TV and you ask the room out loud.
- One person has the floor at a time. Nobody can ask six in a row, and you can see how many everyone has left.
- Every question spends a slice of the pot. THINKING IS FREE — take as long as you like; only asking costs.
- Ask anything. "Would it be a problem if I ate this many cookies?" reads very differently at 7 than at 10,000.
- You get ONE guess, and locking it ends your round — after that you only answer.
- Closer counts: scoring is by order of magnitude, so being off by 10x costs the same whether you are at 7 or 3,000,000.
- On your own? CPU seats fill the table and ask their own questions — but nobody to ask is nobody to ask.
Incognito
2–8 players
You look exactly like every other penguin in the colony. Waddle like a bot, spot the other players, slap them out — without giving yourself away.
Waddle in and blend with the colony. Figure out which penguin is YOU by moving, then spot and slap the other real players. First to the target wins — and every map has its own event pushing you to keep moving.
- Every penguin looks identical — nudge your stick and watch who moves. That's you.
- Act like a bot: wander, pause, drift. Sudden dodges give you away.
- SLAP swings in front of you. Hitting a player takes them out — with a reveal.
- Slapping a bot (or air) stuns YOU in front of everyone. Choose wisely.
- The Colony: the crowd marches in step sometimes — miss the beat and you're slowed and staggering.
- The Ice Shelf: a quarter of the floe cracks and drops on a countdown — be elsewhere when it goes.
- The Fish Market: a catch appears and keeps hopping stalls — reach it and hold for a secret bonus point (can't win on that alone).
Pass the Doodle
3–8 players · party, creative, social, drawing
Draw it, guess it, pass it on. Pick a wacky phrase, then watch it mutate as it relays around the room — one drawing and one guess at a time.
Keep your phrase intact as it's drawn and guessed around the room.
- Pick a wacky phrase to start your chain.
- Draw the phrase you're handed.
- Next player guesses what your drawing shows.
- Keep passing — draw, guess, draw, guess.
- Score when guesses match and chains stay on track.
Werewolf
5–12 players
A social deduction game. Villagers hunt the werewolves. Werewolves hunt the villagers. Trust no one.
Villagers: eliminate every werewolf. Werewolves: pick off the village until you rule the night.
- Check your secret role — villager, werewolf, or a special power.
- Each night, the werewolves quietly choose a victim.
- By day, debate who's suspicious and vote someone out.
- Use special roles like the Seer and Doctor to find and shield players.
- Win when your team is the last one standing.